Seigi Sato, technical animator at Sega Australia, has posted a video of a plugin he is currently working on. Watch it on Vimeo.
Seigi Sato, technical animator at Sega Australia, has posted a video of a plugin he is currently working on. Watch it on Vimeo.
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i really hope it will be released someday. It looks very power- and usefull!
Would be interesting to see how fast it works on dense meshes.
At last someone did it 🙂
About the mesh density,it will work the same way it does in BonesPro Plugin:
http://www.bonespro.com/hypodermic_deformers/
btw. this feature exists since 1996.
We have worked on this physics since years – sooner or later Seigi Sato will hit the limits of Autodesk 3dsmax SDK and mesh interpolation too. After some 20.000 you need $500,- CPU. 50.000 faces is basically non-realtime as far as i can remember. It has nothing to do with programming knowledge or optimization, but with the way how Max was build (this is the reason we are all happy to see the internal rebuilds in Max Core :).
it would be awesome if someday all stack tools would use all CPU Cores…and not only 15% of one core…
But interesting to hear that it works the same way as BonesPro does…as BP user i am now happy again 🙂
Peter Watje made a plugin called object deform years ago and its still around.
This one looks a bit updated. Nice Job.
Very good plug-in hopes to strengthen more features and free open-source
Check Cinema4D Deformer with different Solvers for inspiration as well:
http://www.youtube.com/watch?v=FHrgPnHrYe4
yes, i saw this C4D Presentation yesterday during 3dPowerstore Event – it was a dream. A dream of 3dsmax users 🙂
I hope one day Max will be able to render in viewport in realtime such softbody deformations. C4D seems to be already configured for such calculations.